Look, if you're going to resort to name calling, this conversation is over. It's pretty clear you don't have anything of value to contribute anyway.Sarge034 said:It's one word, creep.
Look, if you're going to resort to name calling, this conversation is over. It's pretty clear you don't have anything of value to contribute anyway.Sarge034 said:It's one word, creep.
I think he means the verb form, as in he didn't want to be called out for using a slippery-slope analogy so he used a synonym instead. Unless you're being facetious.Starke said:Look, if you're going to resort to name calling, this conversation is over. It's pretty clear you don't have anything of value to contribute anyway.Sarge034 said:It's one word, creep.
That's why you don't pre-order. Wait till it hits or till the first reviews hit so you know what you're getting.MHR said:I'm smelling something foul brewing in the Direction of Fallout 4. They're going to try to sneak the announcement of paid mods, like, a few hours before the release of the game to ensure everyone's pre-order is already locked in. With the same terrible #*@$ing terms, no doubt. No smaller cut taken off the top by the companies, or option to pay "0" dollars.
I smell a trap.
Just because the tools exist, doesn't mean you get to make money on them.gmaverick019 said:Starke said:Yeah, I'd say equating it to protection money is a little hyperbolic. They do provide the tools. Create a ready made market of potential customers. Provide an actual venue to sell in. Cover the associated costs of running that venue.
At that point, taking 75% is a bit steep, but it's not like they aren't offering anything. Granted, as a private developer, you can create all of those things yourself, but actually creating a game from scratch, getting the word out, maintaining a storefront, and actually driving sales is a lot of work, if you take it on.
So, there is value offered. That said, it's not like they're having to engage in all of that work themselves, so there is an economy of scale issue. But, I wouldn't call it extortionate.
those tools and ready made market and venue are all ALREADY there though,have been for years/decades and they are still there, and there are other markets too on top of that, they aren't "providing" anything that justifies getting such large slices of the pie, steam workshop was a SHITSTORM when paid mods first came out, so implemented in that same way again, but just with a new game..I don't see the results really changing on that.
This is rarer with Bethesda titles than other games. I mean, if we were talking about the first game to embrace paid modding being Far Cry 4 or Dragon Age: Inquisition, yeah, that would be horrible.gmaverick019 said:SKSE doesn't want any payment for their stuff and have no problem with anyone else using it for free or paid mods, but the creator did wish for most mods to stay free, if you want a source I can go find it.Yeah, there are issues with how mod development, particularly with Bethesda titles, have evolved. There is a lot of interconnected stuff, and having paid mods does call a lot of that into question.
That said... this isn't actually that insurmountable. There are a lot of mods out there that don't require anyone else's work. The Script Extender stuff is fantastic, and opens the door for a lot of really great work. So, in the context of selling mods, some special case probably should have been worked out, (like giving that team a royalty from any mod that used their work, pulling from the 75% share), but in general, mods that show up everywhere are the exception to the rule. The only two I can think of are SkyUI and SKSE. I know SkyUI was on board with this. Not sure about SKSE. But, in either case, that could have been addressed.
other problems I have with it are:
game updates, the amount of times that games have broken mods or fucked up saves is a laughably high amount, this wasn't a problem so much before when you weren't paying for the 200 mods that you had loaded up in the game. (which this can be circumvented by not updating your game and hoping the mods update soon so you can eventually update with them)
To be fair, this isn't really a problem with paid mods. It's a problem with Steam, and it's persistent. We're seeing this with early access titles being released in an unplayable state with no intention of ever actually turning into a game, but trying to slip criticism by saying, "well, it's not finished."gmaverick019 said:^so once you've paid for the mod, you're pretty much SOL when the modder decides to just say "meh, I've done enough, just don't update your game past this point if you want it to work." And that's when the customer is getting ripped off, because they have all these paid mods now that they can't use unless they are using old versions of the game to make them all work together right.
accountability...this will be stupidly easy to circumvent, modders are anonymous for the most part so that if they fuck up or "get greedy" or just drop their projects, they can just register under a new name and start over, the only person screwed in this situation is the customers. Once again, not a problem with free mods, if someone leaves the modding scene, then someone else either usually picks it up and updates it via an earlier version of the source code or they just upload the files themselves in a clean version of it since the author left.
... As in feature creep. That's what that entire block was about, it's essentially feature creep.Starke said:Look, if you're going to resort to name calling, this conversation is over. It's pretty clear you don't have anything of value to contribute anyway.Sarge034 said:It's one word, creep.
Feature creep, slippery slope, et all, yeah. But I never did understand slippery slope being considered a fallacy when it's been proven to be a thing over and over again.Gottesstrafe said:I think he means the verb form, as in he didn't want to be called out for using a slippery-slope analogy so he used a synonym instead. Unless you're being facetious.
I started reading, saw that, stopped.Sarge034 said:... As in feature creep. That's what that entire block was about, it's essentially feature creep.Starke said:Look, if you're going to resort to name calling, this conversation is over. It's pretty clear you don't have anything of value to contribute anyway.Sarge034 said:It's one word, creep.
Slippery Slope is a fallacy because you're assuming that just because the worst possible outcome could happen, therefore it must be the outcome, even if it is unlikely.Sarge034 said:Feature creep, slippery slope, et all, yeah. But I never did understand slippery slope being considered a fallacy when it's been proven to be a thing over and over again.Gottesstrafe said:I think he means the verb form, as in he didn't want to be called out for using a slippery-slope analogy so he used a synonym instead. Unless you're being facetious.
Unless you are Jim or can get him to come here to defend his points personally then perhaps you could debate for yourself or even list his points out as a talking point. Jim is not Jesus though we do still thank God for Jim.Arnoxthe1 said:Please watch this:
(Actual relevant part starts at the 2 minute mark exactly.)
Jim here really lays it out pretty darn nicely. I'm not sure where you're getting those numbers but he, and many others on Patron and the Extra Credit guys would beg to differ when it comes to donating.
*sigh* read my quote: "This isn't so terrifying as actual slave labor"Atmos Duality said:I had written a point by point reply, but this is the place where you go completely off the rails and into projecting crazytown. Apparently, in your mind "gamer" or more accurately "modder = slave". The fact you're even comparing the two blows my fucking mind.Lightknight said:This isn't about gamers. This is about laborers. This isn't so terrifying as actual slave labor but only allowing someone to give away their service for free still kinda has the taint of it.
MODDERS CANNOT BE SLAVES.
You know, sometimes the reward isn't even money but a really nice job at a reputable company. Working on a highly-popular mod or mods is a really good way to fill out your game designer portfolio, with some companies even going so far as to reach out and hire the person or persons involved.Lightknight said:*sigh* read my quote: "This isn't so terrifying as actual slave labor"
The reason I said it has the taint of it is because these people are allowed to contribute to the success of a company without being compensated for it. Sometimes the mods are so popular that they're the only reason to buy the game (Day Z mod of Arma II).
So what we're seeing is studios getting a genuine free lunch and the people doing the work get no compensation for their efforts and cannot even ask for it. Those that have a donation page set up frequently get nothing on even their most popular work.
It does have the taint of free labor but it doesn't go so far as to actually force them to do the work. Hence why I said it isn't so terrifying as that but does carry with it certain similarities when you think of lack of compensation as the second of two major components of slavery. At least bond servants used to get something for the years they sold off and entered into the agreement willfully.
Oh, but didn't you know? Monetary pursuit governs morality now.Arnoxthe1 said:Furthermore, making mods isn't some terrible job you make it out to be. A lot of modders make mods because they enjoy it and they want that mod to play with in the game. Or if anything else, it may just be good practice for them. There's other benefits to making mods besides money.
I will agree to disagree on this, I completely understand why people use this argument, since it's in relation to other entertainment based markets, but I still think there are differences in the video game market that don't justify the dev/publishers getting such huge chunks of the pie vs the modder, because then I feel like the value of the mods will get inflated to justify overhead for the modder to make it worth it for them if we are attempting to run this as a business venture, and then the customer is the one losing out while the dev/pub are laughing their way to the bank. There should be a better way that the modder and the customer are the ones who aren't at each others throats over this.Starke said:I mean, some of this comes down to the part where, calling it extortionate is hyperbole. It's not. You can simply choose not to go after this.
The other thing, and I think this is the biggest disconnect on the subject. I look at 25% royalties, and think, "that sounds really goddamn good." You look at it and think, "what the fuck, I did the work, that's all I get?" The difference is, I'm (somewhat) used to looking at royalty rates that are a lot less generous.
The 25% cut was supposed to be taken as very generous, and it certainly seemed like it to the people setting up the program. To people who are unfamiliar with "playing in other people's sandboxes" it looks horrible. And, it's lead to a serious disconnect.
This isn't Zenimax and Valve being greedy fucks, but for someone who's unfamiliar with this, it looks like it.
I'm glad we can agree that steam's implementation was badly handled, however I'm not just referring to steam when I argue this, I'm arguing for the concept at it's core, regardless of who is the dev/pub handling it, I don't want modders and customers arguing over crumbs while steam or *insert market here* is gorging like jabba the hutt on the cookies.To be fair, this isn't really a problem with paid mods. It's a problem with Steam, and it's persistent. We're seeing this with early access titles being released in an unplayable state with no intention of ever actually turning into a game, but trying to slip criticism by saying, "well, it's not finished."
We're seeing this with Steam's willingness to let any garbage through Greenlight. I mean, this is already the business plan of several shovelware companies that are now operating out of Steam, including one of Jim's favorites.
So, it's something that needs to be addressed. I wouldn't call it irrelevant, but it's a separate issue that's ongoing, independently of the paid mod issue.
I know I've said it before. The implementation of this was badly bungled, by Steam and Bethesda. I'm not arguing it wasn't. I'd just be faster to point at the random armor mods and other fluff being the initial offering, and the shit behavior of a few mod devs, than I would point at the unmoderated cesspool that Steam is rapidly becoming. Because, that just needs to be dealt with, paid mods or not.
Vanilla Skyrim is tolerable, even enjoyable as-is, but the community provided it with so many optimizations and refinements that many players will flat-out refuse to play it if it hasn't been modded. SkyUI makes the user interface extremely PC-friendly, Stealth-related mods or vision cone adjustments make the sneaky route more enjoyable than it already is, etc.Magmarock said:Mods are awesome and games are awesome. But if one must mod a game to enjoy a game then said game mustn't be very good.
Indeed. It can never work for big complex mods like Skyrim or Fallout have. The very essence of the modding community there is that someone will try to do something cool, succeed partially and then drop it; only to have someone else pick it up again and push the boundaries harder.Saulkar said:Makes worry about how they will address mods that rely on other mods and scripts and compatibility in general. That is not even getting into the realm of theft and Copyright. Man, this is just one helluva can'o'worms!
Following a 2 hour playlist ( https://www.youtube.com/playlist?list=PLWKuyAKXafnKv0fj3-6OlW2yh1XJGAgqx ) on how to mod Fallout 3 to the max galvanised my position when I saw all of the mechanisms that went into play by third parties to ensure inter-compatibility between mods. This would never be possible in the foreseeable direction this environment could develop into.Fdzzaigl said:snipperoonie